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CrudeWax

58 Game Reviews

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It's baffling to me how you progressively gave less of a shit about your games over time, as this is one of your best ones.

The game's name should be "Moonlander" because the real meta is to use bombs and acceleration to properly cheese half the level. It's funny but you've coded fun into your game accidentally, if that was the point, hat's off.

I see why you no longer use music, whatever you wrote here is hard on the ears. Just license some free or learn basic composing, it's not that hard.
The controls and the acceleration screen stutter are eh, however they aren't that bad.

AlSO WHAT CRUEL GOD MAKES HIS SUBJECTS LOSE STAMINA WHILE AIRBORNE?!

In your defence, the style is good.

I like the art assets, and I hope they are original. Few things are reedeable otherwise.
Games really need sounds. Learn this.
The programming on this is iffy. The controls are stiff and aren't quite good, it's almost like you coded a functional platformer, playtested it, and realised the controls suck so bad you need to excuse them with a dedicated level skip and teleport function. On the same note, regularly I got stuck in terrain, moved by a boss to off-screen, jumps didn't register, and a whole bucketful of other bugs.

Gold356 responds:

All the sprites I used were created by me, sorry about the bugs, this was my first no tutorial game in unity and I liked it, I know the problems it has, but I prefer to improve my skills to make better games more than keep fixing more bugs. Also you said the controls suck and I understand you because it is a little bit weird, but I did not excuse them with nothing, this game was playtested by 10 people more or less, they did not say what you said. Sorry if this game was not what you expected, I am improving my skills in programming, art and music.

This feels like a coflict unfolding, or just laziness.

I feel like some parts of the game were designed with passion and good thinking, such as perfectly telegraphed dissapearing platforms, fun squishy enemies and those slings which pull you up, the entire base movement is quite enjoyable if not somewhat akward to get the hang of, and for the other parts of the game, well..

Half of the shit isn't telegraphed. What's this blue thing? oh it let's me go fast. What's this BLUE AND WHITE LINE thing? Oh OF COURSE it's a MOVING CANNON. How could I've been so dumb not to figure that out? Oh so the boss is only attackable while he's out of juice? There are a lot of moments like this.

Same for art direction, you have a really quality cow sprite and detailed buttery platfroms against a backdrop of brown shit-colored bricks. This all looks like you've took an art asset pack with the cow, and then just refused to create any more original sprite assets, resulting in half of the game looking like OH WHAT's ThIS bLUE BLoCK?

I understand it's a demo however the sheer mixed bag on display is quite displeasing.

Really solid.

I really enjoy this, if that's even a thing, that the game kinda cheats on your behalf by allowing you lag time before and after each punch. As in, you inputs do not register a short time after you've punched someone because that would not FEEL good, that's a thing, tell me please it is.

In terms of critisisms I found the artstyle to be weirdly generic. I distictly remember seeing a lot of games using the same kind of artstyle which you do, being pink-blue neon colors.
Could also do sound effects and particles, so the game would have some more juice to it, however it's perfectly functional as-is.
The story unlockables are kinda meh, it's like middle-school level sonic OC writing, which is fine if it leaned into it and was campy however right now with random drops and lackluster story it doesn't make me exited to get them

The programming behind it is really well done, the punches land really well and the game has a saticifying rythm to it which is hard to nail without maticilous enemy spawning algorythms and hours of getting the punches distance and target switching right

So overall a really solid title, just could do with a little more polish and additions.

Extremely charming and simple.

I am quite bad with scoping my games, and this is a good example of doing it right. While the mechanics are quite barebones, it's forgivable for a prototype.
I really wish you could develop this further.

This is clearly a mobile game ported to newgrounds, and whereas in mobile form it might have some merit, although, not much, it's really basic and repetitive.
I commend the author for knowing proper scope on their projects but this is woefully underwhelming

w0w thiz bl0w$! it'$ $uch a dumb c0nc3pt and iz ab$0lut3ly h0rribly mad3, i 3xp3ct thiz 2b3 r3l3a$3d in 2002 and b3 blamm3d!

larrynachos responds:

Cry about it

Quality game, a simple concept with a well-made execution and strong themeing, it's kinda boring in how good it is

Best shit massacre simulator on the market, perioud

Like to imagine myself as a critic

Dmitriy @CrudeWax

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Siberian forest shack

Joined on 11/9/20

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